Total War: WARHAMMER III

Total War: WARHAMMER III

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Ogre Overhaul Cerb
   
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overhaul
Tags: mod
File Size
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467.229 KB
22 Feb @ 5:52pm
25 Jun @ 4:29pm
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Ogre Overhaul Cerb

In 3 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
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Chaos Dwarf Challenge Mode
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Karl Franz Challenge Campaign Vanilla
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Description
Ogres have always been one of my favourite races, but theyre very much a snowball faction - when they do well they annihilate everything but if you lose camps they get messed up really badly. This mod reduces the power scaling of ogres, allows them to be less single dimensional and gives the AI ogre factions tools to improve the quality of their armies significantly and be less derpy when it comes to camps.

New additions
New ogre hero unit - Ogre Bruiser
- melee anti infantry unit specialising in buffing their attached army.
- 21 new character skills and 6 new traits
- shares unit cap with Ogre Hunter hero
New ogre unit - Ogre Hunters
- hybrid ranged/melee anti large unit with a high burst damage missile attack and the ability to regenerate their ammo while in melee combat.
- new skill/skill changes for Ogre Hunter that boosts Ogre Hunter units
Ogre Big names for Firebellys and Slaughtermasters

Large Changes
Ogre Camp overhaul
- Camps are less permanent, being able to be erected and brought to high tier much quicker (population requirements for the main building are significantly reduced, but all other buildings have more inbuilt population requirements, so getting a camp working with a specialised purpose is fast, but fully maxing one out is slow)
- Camps provide more meaningful buffs to the surrounding area, either through harassment of enemy provinces they’re placed into, disruption of nearby enemy armies, or significant boosts to friendly city’s public order
- Camps do not provide factionwide boosts outside of unit caps, so there is far more incentive to destroy and replace them in more meaningful locations as the game evolves
- Camps significantly increase post battle gold gains for armies in the zone of influence, especially once developed, which is where ogre economy is focused.
- More units have been made recruitable in small quantities to regular settlements (mournfang cavalry (1 per t3 building), gnoblar scraplaunchers (1 per t3 building), maneaters (1 per t3 major settlement), and ogre heroes (1 per t3 major settlement) so the race doesn’t become as reliant on camps for higher tier armies. This significantly helps the AI to produce more varied armies as they often use their camps poorly or fail to recruit from them at all, resulting in incredibly weak armies fielded, especially late-game.
- Camps spawn with more units, but are more expensive to place, this significantly helps the AI defend their camps, as they don’t change units in their camp garrison.
- first camp is gained at turn 2, so you can start upgrading earlier
- Camps can be placed right next to settlements, both friendly and enemy

Contracts
All contracts have had their rewards significantly increased, in addition, they will be given every four turns instead of ten, so you have a much larger group of them to choose from.
- gold is, at minimum, 10k for a contract
- Gold rewards based on distance from you, strength rating of enemy attacked and how much they like you - attacking a faction that likes you is more of a negative, so you get more rewards :)
- rewards are significantly higher, either a huge quantity of meat for all your armies (40 per turn to all armies for 5 turns, plus a 15% upkeep reduction factionwide), large levels of camp growth for ten turns (20 camp growth per turn), or a significant diplomatic boost with all factions as you become proper business ogres.

Meat economy
Ogre meat is now a real resource you will have to juggle.
- there are no buildings/effects that stop meat usage by an army, it is always draining.
- certain buildings will either provide meat to armies in the region or income to the faction, not both
- meat income from battle and raiding has been increased
- different levels of meat provide different benefits. An army with low meat will become frenzied, becoming more offensive oriented but taking more damage. An army with high meat will become slower, but far harder to kill.
- sacrifices to the maw are a much shorter duration, so theyre not just something you can keep up at all times without a lot of work or banked up food

Army Abilities
- Ogre army abilities are available from the very start of the game
- Centered around the immediate consumption of meat, cost enemy kills, not prisoners
- Ogre siege ability changed to have a certain amount of charges, with a very short cooldown, represents damage ogres have done via sappers or other effects as the battle is starting, stops having to sit away from a fight bashing down towers, and makes it more strategic.
- Massacre gives affects units magic attacks, to give the faction something to counter high physical resist enemies, even if it isnt something you get often.

Ogre Garrisons
In addition to camps starting with a larger army, ogre defensive buildings on minor settlements now have a reasonable garrison, it’s nothing amazing but it makes it at least somewhat defendable.

Unit Variants
All units that have multiple variants of around the same level of technology (i.e. ogre bulls and ogre bulls with ironfists or dual weapons) are unlocked at the same tier.


Fort Sieges
All forts are now regular sieges and equipment can be made for them, this really helps ogres as without being a regular siege they dont get their siege skill, making forts incredibly broken for ogres without just resorting to broken autoresolve values. This also means more factions will actually have walls in forts.